MincMincMinc wrote: »Vengeance is fine for a learning environment. Actually it is probably ideal for a learning environment in today's game. Early on ESO was far more vertical progression wise. Vertical progression had tiers to separate playerbases which is why we had u50 and then nocp and then you finally got to vetcp campaigns. However now that ESO is such a wide horizontal progression game there is no way to split up the playerbase. New players are cp160 within the first day if they want.
The only way to create those learning environments with horizontal progression is to cut back on systems. However at a certain point people wonder what systems are enabled? what about this or that? Which can be worse in some cases because it clouds the experience making the new player learn tons of more stuff just to play something that should be easier. This was the issue with the NOPROC nocp campaign. Even 10year vet players like me had to spend hours and hours testing random sets to see what worked. How can you expect new players to participate, who dont keep up with pts and patch notes or even read wiki pages and build editors.
IMO replacing the u50 and nocp campaign is a nobrainer, they are beyond dead. Then have two cp 30 day campaigns. Testing wise for proper data you NEED the ballgroup and vet CP guild group players though. THEY are the lag. How they play, the choices they make, the skills they prefer, the effects they choose. There will be very clear performance demand differences from ball group players vs lvl10 new players spamming light attack only.
The other major design hole we are seeing is right now vengeance now has its own system for stat changes. This was probably put in place to quickly allow players during testing to have build choice to some degree, while allowing zos to introduce and plug and play systems on demand. IMO they should have made the simple perk and loadout system MIMIC item sets and bonuses, mundus, enchants. As a training tool give new players a basic menu so they could learn about pairing item sets and quickly swap choices they would normally do ingame. Then start baking in each of the mundus, enchant, gear, item set bonus systems as they get vengeance reworks. Slowly greying them out in the vengeance test menu.
JustLovely wrote: »ShutUpitsRed wrote: »Vengeance campaign, meant for testing high volumes of players in Cyrodiil, returns September 22nd-29th. Great!
The Undaunted Celebration, the most grindy, and one of the most popular, PvE events returns September 18th-30th.
So PvP, already struggling, is supposed to be getting one of its rare performance tests during the biggest, or at least one of the biggest, PvE events of the year. Can't wait for lower population numbers to be blamed on overall lack of interest, just like lower WM pop earlier this year (when WM is up there with Witches Festival for worthless rewards).
I don't want to be a conspiracy theorist but surely they can't be this clueless?
If all of ESO share a limited server capacity, then it makes sense to have both events going same time.
No one plays it!
How did you not learn your lesson the first time the server was up?
How is this a good business decision?
To further compound the annoyance, you disable all other cyrodiil instances!!!
Who is making decisions down there?!
who is empowering the person who makes decisions down there?! (who hired the decision maker)
greyhost, you have a server that consistently nears the population limit during regular service hours. then, you implement the vengeance campaign and the servers go empty. the population went from NEAR FULL TO NEAR EMPTY. WHY DID YOU BRING THAT DEAD THING BACK TO LIFE?
Im beyond amazed. not just that you made the vengeance campaign, but that you didn't learn your lesson the first time.
the fact no one plays it defeats the fundamental reason you made it. you cant test performance limits on an empty server no one plays!!!!!
How did you not learn your lesson the first time the server was up?
How is this a good business decision?
To further compound the annoyance, you disable all other cyrodiil instances!!!
Who is making decisions down there?!
who is empowering the person who makes decisions down there?! (who hired the decision maker)
greyhost, you have a server that consistently nears the population limit during regular service hours. then, you implement the vengeance campaign and the servers go empty. the population went from NEAR FULL TO NEAR EMPTY. WHY DID YOU BRING THAT DEAD THING BACK TO LIFE?
alternatelder wrote: »It has multiple reasons. The first Vengeance Test people were happy, finally something was done for PvP, it was something new, many participated and rightfully gave the feedback it runs great. Yet even in the first Vengeance there was a huge divide between PvP Opinion and PvE Opinion, PvE people think its great, because its so easy to get in and they won't get nuked by skilled people.
The second Test added Weapon lines, huge change and had a golden Pursuit, yet it was already evident after just a few days how the population got lower. It was not new anymore, not exciting it simply had no long term value playing after finishing the Golden Pursuit.
The third test now happens parallel to the biggest PvE Event without a golden pursuit. You could argue thats a reason people don't play it, but there is the point, PvE people do not play it because their event is more important to them, PvP people do not play it, because its just way to dumbed down. If Vengeance had any chance of longterm success people would still play it. PvP people often do not care for the Undaunted Event yet they are also not there. I think that shows very clearly that Vengeances "Success" Story is just short term, something you can do once in a while but not permanently. Those who play PvP regulary leave it be, those who don't leave after a few days, in the end thats just a downward spiral until no one plays PvP anymore.
So pve people like it because otherwise they are killed by...skilled people in a normal mode. But pvp people don't like it because it's dumbed down and now everyone is on even playing field? Is that how I see this argument? So where was that skill coming from? Dare I say...sets and overtuned skills were carrying people?